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16 replies to this topic

#1 Qtaru

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Posted 05 December 2010 - 02:30 AM

After a little while of playing around in paint trying to make completely custom portraits I gave up on that endeavor, as while it would be nice it's not necessary to the completion of my hack. The main thing I want to do is a brand new story with brand new events and new maps. No new portraits or animations... It's an FE7 hack set in a different universe with a brand new story, which hopefully will be good enough. Specific details can wait until I actually make the hack's official topic, but some general info... I am going to be using all three modes, without any tutorial events. Lyn's mode will take place at the same time as Eliwood's mode and part of Hector's in this story. Hector's mode will be a continuation of Eliwoods, not a re-telling of the same events, featuring completely different maps and stuff, so all in all the story will be longer than the original game. 15 chapters are planned for Lyn's mode, 25 for Eliwood, and 25 for Hector. It is not a joke hack and any humor will not be the lame fourth-wall breaking kind OR STUPID LOL CAPSLOCK I AM GHEB I TAKE A CRAP NOW retardation, this is meant to be a serious production with high production values as far as elements such as storyline and difficultly balance are concerned.

All the names of characters I use have been changed around to fit the universe this hack is based in, as well as most of the bosses are finished as well. Right now I'm working on writing the story, though the major plot points and events are already formulated in my head. What I need is to figure out events, everything else I'll be doing (Map creation and insertion, Nightmare, so on...) I've managed to figure out. I want to disassemble the existing chapters to see how they're set up and so I can start overwriting them, but I'm not sure what the offsets are for the pointers to chapter events in the Event Reference Table. If anyone would be willing to help me start making events or disassemble the game, please let me know.

#2 shadowofchaos

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Posted 07 December 2010 - 05:40 AM

As for disassembling...

http://www.feunivers...?showtopic=7249

Taken from there:

user posted image

Basically, Nightmare flips the little endian already for you.

So just remove the 8:

QUOTE (Nintenlord)
First thing you do is copy the offset in Nightmare to the Offset of Disassembling options. Ignore the 0x8 in the beginning when copying. In my case, I would write CA0720.


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#3 S84 PATCH

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Posted 07 December 2010 - 06:18 AM

I'm willing to help if you have any specific questions :3. Thanks to the people on this forum, I've learned a decent amount on event editing, creating battle animations, etc. I check here often due to the fact that I can check here on my phone. Hope I can be of assistance, compadre biggrin.gif.

#4 Qtaru

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Posted 07 December 2010 - 11:10 AM

Thanks Shadow, that tutorial cleared things up for me. S84, thank you for the kind offer.

#5 Fire Blazer

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Posted 07 December 2010 - 10:38 PM

I'm here too. Just let me know what's up! I really appreciate hacking questions, trust me!

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#6 Qtaru

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Posted 08 December 2010 - 12:20 PM

I would like to make a series of turn-based events so certain characters in certain chapters will give you warnings that they're losing control and after a few turns end up berserk. So, yeah... how do I do that?

#7 Fire Blazer

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Posted 08 December 2010 - 08:54 PM

I can't do random turns (well, I don't know how...), but if you want a simple text dialog on a certain turn, have a turn event that points to some event "group" or "label" that has a TEX1 0x#### event (along with REMA and ENDA after it, and whatever other codes necessary).

Then make a turn event a few turns after that where the character changes condition to berserk.

...Oshi-I just realized you can't really have the berserk effect be used on a unit... I don't think... Well, you might be able to use a FIGH code to do it (sounds crazy, but see my tutorial which isn't online because I've yet to reupload itfor doc on that), or maybe... idk... I really don't know how to do special conditions. It'd probably take an ASM hack. Which Ryrumeli could help you with, but I can't...

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#8 Qtaru

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Posted 25 December 2010 - 01:22 AM

Is there a handy reference to all the songs lying around somewhere?

Edit: Also, I would like to know if there's a limit for how much text you can add. I've been adding in a lot of stuff and I don't want to overwrite anything important...

#9 Fire Blazer

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Posted 25 December 2010 - 03:50 AM

If you use FEditor to insert text, you can insert as much text as you want to in each slot, but you have a limited number of text slots (I think). But that shouldn't be a problem, because there is a lot of tutorial text you can overwrite.

The Nightmare Modules contain Music Lists. Check any Music folders or Chapter Data Editor folders as they are likely to contain the song/music lists.

Nice to see you again btw. XD

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#10 Qtaru

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Posted 25 December 2010 - 04:17 AM

QUOTE (Blazer @ Dec 24 2010, 10:50 PM)
If you use FEditor to insert text, you can insert as much text as you want to in each slot, but you have a limited number of text slots (I think). But that shouldn't be a problem, because there is a lot of tutorial text you can overwrite.


Good news... means I have a chance of not running out of space. Thanks Blazer tongue.gif

Past couple weeks have been crazy, and I haven't had the energy to get around to hacking anything. It doesn't help that I don't tend to post much either, even though I check the site every single day. I do have more questions though. I've been going through chapter events I've disassembled and commenting on what all the codes do using the EA language.txt file, but I'm running across codes and things that aren't mentioned, some examples from the prologue:

CMOF
_0x4 0x10
REBU

Those are all from BeginningScene and they don't actually occur in that order, it's just those are the ones I don't understand and haven't found any documentation on. I also don't really get why they have so much SHOWMAP and HIDEMAP going on, but I think I'm just going to play with those by taking them out and seeing what it's like without them, as the name is pretty self-explanatory.

Some other questions/concerns, too. What is the limit on the number of units that can be on the map at one time? I have a few epic siege missions in mind but I can easily see, especially if there are reinforcements, how too many units could result in a crash.

Also, I noticed looking through events that Eliwood and Hector's mode seemed to be tied in their missions far more than I wanted them to be... I had thought they were different missions, but alas no. It is entirely possible to make them go down completely separate chapter paths though, right?

#11 Fire Blazer

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Posted 25 December 2010 - 04:42 AM

Yeah you know idk what any of those codes you mentioned are either. If they're not in the EA Language file in the latest version of the EA, that's an even bigger problem, because then there's no way I can know what they are. lol

Granted if I don't know what they are that means that they are probably not very important so I wouldn't worry about them unless you plan on majoring in event assembling... XP

I believe 50 units is the max per allegiance. I took doc on this at some point in my life, but I lost it. Or I just made myself think I did but never actually took doc. Something's telling me it's the latter.

No, usually there are just special codes making differentiations between Eliwood's and Hector's mode. If you look at the Chapter Data Editor you can clearly see which chapters are Hector only and which chapters are shared. All the other differences are done by Hector-mode-conditional events and programming.

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#12 Qtaru

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Posted 26 December 2010 - 05:25 PM

Is 50 the max that can be loaded via events/reinforcements, or can you have more in the chapter data that simply won't appear until you start killing off the existing units? As if 50 isn't already an insane amount of units.

Also, been playing around with making maps... this is a concept on the idea of running through the chapter as quickly as possible, where taking the time to get some of the chests may give you some good items but it may also doom you to death by being overwhelmed by reinforcements.
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#13 Fire Blazer

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Posted 27 December 2010 - 03:39 AM

Only 50 units can be at one time on the map. Hopefully that answers your question.

^That is an interesting and fearful map you have right there.

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#14 Qtaru

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Posted 01 June 2011 - 01:57 PM

So, er... long absence, I know. Regardless, I'm getting back to work on this but have encountered a problem. I can't seem to get doors working. I disassembled some chapters with doors in them and followed the format they had, only changing the X and Y to match the doors on the map. I can use a door key on them, but they don't open. It just wastes the door key.

Edit: is there some other kind of event I need to run to change the map? I'm guessing that's what's going on because my treasure chests don't "open" after I open them...

This is for the prologue chapter, btw.

CODE
LocationBasedEvents:
LOCA 0x3 [2,1] 0xF
DOOR 0x0 [2,3] 0x10
DOOR 0x0 [12,3] 0x10
CHES 0xB 0x03 [12,1] 0x12
LOCA


The events from Chapter 21 that I was looking at as a guide:

CODE
LocationBasedEvents:
CHES 0xA 0x27100076 [4,17] 0x12
CHES 0xB 0x23 [5,18] 0x12
SHOP 0x0 label41 [2,2] 0x15
DOOR 0x0 [17,9] 0x10
DOOR 0x0 [4,9] 0x10
DOOR 0x0 [4,15] 0x10
DOOR 0x0 [10,4] 0x10
DOOR 0x0 [11,4] 0x10
LOCA


If anyone could point out what I'm doing wrong I'd be very grateful.

#15 shadowofchaos

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Posted 01 June 2011 - 07:03 PM

QUOTE (Qtaru @ Jun 1 2011, 06:57 AM)
So, er... long absence, I know. Regardless, I'm getting back to work on this but have encountered a problem. I can't seem to get doors working. I disassembled some chapters with doors in them and followed the format they had, only changing the X and Y to match the doors on the map. I can use a door key on them, but they don't open. It just wastes the door key.

Edit: is there some other kind of event I need to run to change the map? I'm guessing that's what's going on because my treasure chests don't "open" after I open them...

This is for the prologue chapter, btw.

CODE
LocationBasedEvents:
LOCA 0x3 [2,1] 0xF
DOOR 0x0 [2,3] 0x10
DOOR 0x0 [12,3] 0x10
CHES 0xB 0x03 [12,1] 0x12
LOCA


The events from Chapter 21 that I was looking at as a guide:

CODE
LocationBasedEvents:
CHES 0xA 0x27100076 [4,17] 0x12
CHES 0xB 0x23 [5,18] 0x12
SHOP 0x0 label41 [2,2] 0x15
DOOR 0x0 [17,9] 0x10
DOOR 0x0 [4,9] 0x10
DOOR 0x0 [4,15] 0x10
DOOR 0x0 [10,4] 0x10
DOOR 0x0 [11,4] 0x10
LOCA


If anyone could point out what I'm doing wrong I'd be very grateful.


You should probably get the latest event Assembler and consult Arch's guide. The way you're doing it, you're putting individual event IDs for it, which you really shouldn't do unless you want something to happen right after it.

Try using the Macros. They'll make it easier for you.

Arch's video guide on this topic:



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#16 Fire Blazer

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Posted 01 June 2011 - 10:05 PM

You have to add tile changes which specify which tiles to change, commonly done with the Event Assembler.

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#17 Qtaru

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Posted 02 June 2011 - 02:41 PM

Okay... still some things I'm not getting, and I'm not sure how to explain it. I've made the macros for the location events in the prologue chapter, and I've made a tile changes file. But how do I get them "connected"? I used 0xC9 in the event pointer table for the prologue map changes, but I'm not certain how to tell the prologue events file at 0x06 to use them, so to speak.




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